| Post/Author/DateTime | Post |
|---|---|
| specter3305-11-07, 10:38 AM | me and my Friends just got working on a campaign set among the planes, but the problem is, my creativity is a little low, so i wanted to know if i could get a little help i have made major changes in the races. first of, humans don't exist, they mixed into half-elves and half-orcs a couple thousand years ago. second, a major race i call the tirloian elves has risen. they are chaotic good, like elves, but instead of being arrogant and aloof, they are usually sociable and energetic. they get a +2 in charisma due to there friendly and likable nature. however, there energy often makes them jump into things without thinking. they take a racial penalty -2 to wisdom. there favored class is sorcerer. |
| queenfange05-11-07, 10:50 AM | Wow, that's so open-ended. Can you give us more of an idea what you're looking for? Are you using the standard DnD cosmology? Evil planes, good planes, demiplanes, combination? I'd recommend looking at Manual of the Planes and the two fairly recent books on the 9 Hells and the Abyss by WotC (those are all standard DnD books, easy to find at most stores). Anyway, if you give us more of an idea what your starting premise is (character level, favorite planes, anything), we may be able to help more. |
| specter3305-11-07, 11:05 AM | i am using the standard cosmology, including demiplanes. in-fact I'm working on an adventure on a demiplanes that imitates the ring-worlds from halo (copyright bungie, so please don't kill me!!!) the starting level is 12th, and we have already completed an adventure. one of my players has complained greatly about how it isn't really planer, because i set my first adventure in arvandor. |
| queenfange05-11-07, 11:12 AM | If you're working with epic characters, they have many interplanar organizations (see the Epic Level Handbook for details) such as the Gleaners. Perhaps the PCs have a magic artifact which they can use once per month that takes them to an utterly random plane (though you'll need to either have very high level PCs or an explanation for why it never takes them to places of immediate/uber death [unless that's part of the artifact's mystery]). Here's a few possibilities for planar adventures: Hound archons need help finding the inflitrator from the Nine Hells. Part of the Outlands is being taken over by a sect of radical Neutralists who seek to eliminate all other alignments. A kidnapped princess is being held in the fire giant baron's palace on Gehenna (the big fire evil mountain place... unsure of spelling). (By the way, for your signature, it's "heir") |
| specter3305-11-07, 11:21 AM | i hate it when i do that!!! any ways, thanks for the help, I've gotten on track now. I'm going to be posting my progress for anyone interested in this scenario. the next adventure is based around sky-ship combat!!!:D a sky-ship's main form of attack is a number of arcane cannons, crafted to bombard ground positions and other ships with fierce magic attacks (magic missile, scorching ray, or fireball, for example) ships are often protected by magical shielding, which works like recharging temporary hit points. ships come in all shapes and sizes, but they are generally filed down into these classes. fighter: the fighter is a multi-purpose small craft employed primarily for scouting, patrols, interception, and close air support. they are small but extremely agile, with low hull and shield strength. they usually sport 2 to 4 magic missile emitters. eg: tirloian interceptor. crew: 1. speed:70 ft. maneuverability: good. hull: 50. Shields: 25. recharge: 3 per round, 5 rounds to reactivate. evaition factor: 55% weapons: 2 magic missile emitters. shuttle: the shuttle is a small transport ship designed to drop small groups of solders into hostile situations. it is most often armed with 5 magic missile emitters an one scorching ray cannon. although its payload is high, the weapons are not as accurate because some sub-systems are not included in order to make room for the troop bays, which comfortably hold 15 combat ready, medium size solders and all respective equipment. gunship: the gunship is the workhorse of all major close air support operations. it is a powerful craft, with sturdy Shields, heavy armor, and a formidable array of weapons. it is very powerful, but equally slow. the most common weapon arrangement is 8 magic missile emitters, 3 scorching ray cannons, and 2 arcane versions of rocket launchers (auto hit, 3d6 damage each). frigate: the frigate is often considered the border between small craft and larger ships. it is most often used for patrols, heavy interception, and in the defensive screens surrounding formations of larger ships. they have decent speed, sturdy Shields, and a vast array of weapons, including 15 magic missile emitters, 6 scorching ray cannons, 3 magic missile rotary mounts(5 shots per attack each) and a compliment of 12 one-man fighters. light cruiser: the light cruiser is a force to be reckoned with. |
| queenfange05-12-07, 06:16 AM | OK, good luck! Let us know how your adventures go and if you need any more ideas. |